Examples: Add Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)

Removed mulit-viewpot stuff in this commit on master, will be re-added separately.
diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp
index cfbe3a2..70c29f2 100644
--- a/backends/imgui_impl_win32.cpp
+++ b/backends/imgui_impl_win32.cpp
@@ -114,7 +114,7 @@
 }
 
 // Functions
-bool    ImGui_ImplWin32_Init(void* hwnd)
+static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
 {
     ImGuiIO& io = ImGui::GetIO();
     IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@@ -139,6 +139,7 @@
 
     // Set platform dependent data in viewport
     ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
+    IM_UNUSED(platformHasOwnDC); // Used in 'docking' branch
 
     // Dynamically load XInput library
 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -164,6 +165,17 @@
     return true;
 }
 
+IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd)
+{
+    return ImGui_ImplWin32_Init(hwnd, false);
+}
+
+IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd)
+{
+    // OpenGL needs CS_OWNDC
+    return ImGui_ImplWin32_Init(hwnd, true);
+}
+
 void    ImGui_ImplWin32_Shutdown()
 {
     ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
@@ -804,45 +816,3 @@
     HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
     return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
 }
-
-//---------------------------------------------------------------------------------------------------------
-// Transparency related helpers (optional)
-//--------------------------------------------------------------------------------------------------------
-
-#if defined(_MSC_VER)
-#pragma comment(lib, "dwmapi")  // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
-#endif
-
-// [experimental]
-// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
-// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
-void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
-{
-    if (!_IsWindowsVistaOrGreater())
-        return;
-
-    BOOL composition;
-    if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
-        return;
-
-    BOOL opaque;
-    DWORD color;
-    if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
-    {
-        HRGN region = ::CreateRectRgn(0, 0, -1, -1);
-        DWM_BLURBEHIND bb = {};
-        bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
-        bb.hRgnBlur = region;
-        bb.fEnable = TRUE;
-        ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
-        ::DeleteObject(region);
-    }
-    else
-    {
-        DWM_BLURBEHIND bb = {};
-        bb.dwFlags = DWM_BB_ENABLE;
-        ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
-    }
-}
-
-//---------------------------------------------------------------------------------------------------------
diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h
index e1d5e4a..ffffdea 100644
--- a/backends/imgui_impl_win32.h
+++ b/backends/imgui_impl_win32.h
@@ -17,6 +17,7 @@
 #include "imgui.h"      // IMGUI_IMPL_API
 
 IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd);
 IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();
 
diff --git a/examples/example_win32_opengl3/build_win32.bat b/examples/example_win32_opengl3/build_win32.bat
new file mode 100644
index 0000000..91cc6be
--- /dev/null
+++ b/examples/example_win32_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/examples/example_win32_opengl3/example_win32_opengl3.vcxproj b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
new file mode 100644
index 0000000..49023e3
--- /dev/null
+++ b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
@@ -0,0 +1,172 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{C624E5FF-D4FE-4D35-9164-B8A91864F98E}</ProjectGuid>
+    <RootNamespace>example_win32_opengl2</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\natvis\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
new file mode 100644
index 0000000..47ed299
--- /dev/null
+++ b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\natvis\imgui.natvis">
+      <Filter>sources</Filter>
+    </None>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp
new file mode 100644
index 0000000..d351607
--- /dev/null
+++ b/examples/example_win32_opengl3/main.cpp
@@ -0,0 +1,252 @@
+// dear imgui: standalone example application for OpenGL3 with Winapi
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include "imgui_impl_win32.h"
+#include <windows.h>
+#include <GL/GL.h>
+#include <tchar.h>
+
+// Data stored per platform window
+struct RendererData
+{
+    HDC hDC;
+};
+
+// Data
+HGLRC g_hRC;
+RendererData g_MainWindow;
+static int g_Width;
+static int g_Height;
+
+// Forward declarations of helper functions
+static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data);
+static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+    // Create application window
+    //ImGui_ImplWin32_EnableDpiAwareness();
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    ::RegisterClassEx(&wc);
+    HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui Winapi+OpenGL3 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize OpenGL3
+    if (!CreateDeviceOpenGL3(hwnd, &g_MainWindow))
+    {
+        CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
+        ::DestroyWindow(hwnd);
+        ::UnregisterClass(wc.lpszClassName, wc.hInstance);
+        return 1;
+    }
+
+    wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+
+    // Show the window
+    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+    ::UpdateWindow(hwnd);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;   // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;    // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Setup Platform/Renderer bindings
+    ImGui_ImplWin32_InitForOpenGL(hwnd);
+    ImGui_ImplOpenGL3_Init();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        // Poll and handle messages (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            ::TranslateMessage(&msg);
+            ::DispatchMessage(&msg);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplWin32_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        glViewport(0, 0, g_Width, g_Height);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+
+        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+        // you may need to backup/reset/restore current shader using the commented lines below.
+        //GLint last_program;
+        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+        //glUseProgram(0);
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+        //glUseProgram(last_program);
+
+        SwapBuffers(g_MainWindow.hDC);
+    }
+
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplWin32_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
+    wglDeleteContext(g_hRC);
+    ::DestroyWindow(hwnd);
+    ::UnregisterClass(wc.lpszClassName, wc.hInstance);
+
+    return 0;
+}
+
+static bool ActivateOpenGL3(HWND hWnd)
+{
+    HDC hDc = GetDC(hWnd);
+
+    PIXELFORMATDESCRIPTOR pfd = { 0 };
+
+    pfd.nSize = sizeof(pfd);
+    pfd.nVersion = 1;
+    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+    pfd.iPixelType = PFD_TYPE_RGBA;
+    pfd.cColorBits = 32;
+
+    int pf = ChoosePixelFormat(hDc, &pfd);
+    if (pf == 0)
+    {
+        return false;
+    }
+
+    if (SetPixelFormat(hDc, pf, &pfd) == FALSE)
+    {
+        return false;
+    }
+
+    ReleaseDC(hWnd, hDc);
+    return true;
+}
+
+// Helper functions
+
+static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data)
+{
+    if (!ActivateOpenGL3(hWnd))
+        return false;
+
+    data->hDC = GetDC(hWnd);
+
+    if (!g_hRC)
+    {
+        g_hRC = wglCreateContext(data->hDC);
+    }
+
+    return true;
+}
+
+static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data)
+{
+    wglMakeCurrent(NULL, NULL);
+    ReleaseDC(hWnd, data->hDC);
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (wParam != SIZE_MINIMIZED)
+        {
+            g_Width = LOWORD(lParam);
+            g_Height = HIWORD(lParam);
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        ::PostQuitMessage(0);
+        return 0;
+    }
+    return ::DefWindowProc(hWnd, msg, wParam, lParam);
+}
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index 9b442b2..263f8bc 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -27,6 +27,8 @@
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -131,6 +133,14 @@
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
 		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.ActiveCfg = Debug|Win32
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.Build.0 = Debug|Win32
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.ActiveCfg = Debug|x64
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.Build.0 = Debug|x64
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.ActiveCfg = Release|Win32
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
+		{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE